struct VSOUT
{
	float4 Position         : POSITION;
	float2 TexCoord0		: TEXCOORD0;
	float2 TexCoord1		: TEXCOORD1;
	float4 Pos				: TEXCOORD2;
	float4 Color0			: TEXCOORD3;
};

uniform sampler g_TextureSampler0 : register( s0 );
uniform sampler g_TextureSampler1 : register( s1 );

    float4 ProcessPixel( VSOUT _input )
    {
		float3 vNoraml = normalize(tex2D(g_TextureSampler0, _input.TexCoord0).xyz-0.5f);
		float2 uv = _input.Pos.xy/_input.Pos.w*0.5f;
		uv.y=-uv.y;
		uv+=0.5f;
		return float4(tex2D(g_TextureSampler1, uv.xy+vNoraml.xy*0.02f*_input.Color0.a).rgb, 1.0f);
	}

